Conan 2d20 - Cheat Sheet.pdf

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Conan Cheat Sheet
MOMENTUM SPENDS (pg. 102-104, 118)
Bonus Damage
Break Guard
Called Shot
Change Stance
Increase the damage of any attack by 1 point (not 1CD)
Target loses Guard.
Choose hit location of a physical attack.
Character either goes prone or stands up.
Character gains 1CD Morale Soak per Momentum spent (up to
Confidence
1R
4). Lasts 1 round.
Increase the difficulty of an enemy’s Skill Test by 1 rank.
Create
2R
Repeatable up to 3 times. Lasts for only 1 attempt at Skill Test,
Obstacle
regardless if successful, prior to roll (pg. 103)
Create
Add 1d20 to a Skill Test. Repeatable up to the regular maximum
1R
Opportunity
of 5 total d20
Target’s weapon is knocked to the ground within Reach.
Disarm
2-3
Momentum cost is 2 if weapon is held in one hand, or 3 if
weapon is braced or held in two hands.
For each point of Momentum Spent, the player can ask the GM
Obtain
1R
one question about the situation that can be determined by the
Information
skill used (ex: Diagnose from Healing)
Damage inflicted by current attack ignores two Soak for every
Penetration
1R
Momentum spent.
Re-roll
Player may re-roll any number of Damage Dice from character’s
1
Damage
current attack.
Character chooses type of damage and recovers 1 point per
Second Wind
1R
Momentum spent.
A second target within Reach of the primary target is also
Secondary
2R
affected by the attack, suffering half of the attack’s damage
Target
(rounding up) to a random hit location.
Subdue
1
The attack gains the Non-Lethal Quality.
The Character gains an additional Standard Action, increasing the
Swift Action
2
Difficulty by one step on any Skill Tests that action requires.
Character leaves the Reach of an enemy without triggering any
Withdraw
1
Retaliate Reactions.
*Other effects include Improving Time Required, Improving Quality of Success, or
Improving Scope of Success. Up to the Game Master to decide if allowable, Momentum
cost, or Repeatable. See Page 104.
1R
2
2
1
SUMMARY OF ACTIONS (pg. 113-117)
FREE ACTIONS
Adjust
Drop Item
Drop Prone
Simple Task
Speak
Moving within Close Range of in and out of
Reach.
Drop an item held in one or both hands.
Dropping prone on the ground.
Any simple test requiring no Skill Test or a
Simple (D0) test.
Speaking without using a Communication
skill.
FORTUNE POINTS (pg. 274-275)
Bonus Die
Bonus Action
Second Wind
Overcome
Weakness
Story Declaration
Add 1d20 to Skill Test. Counts toward the maximum of 5d20. The
die is treated as if it rolled a 1.
Perform an additional Standard Action for one turn.
Recover all lost Vigor or Resolve (choose one)
Ignore effects of Wounds or Trauma (choose one) until the end of
the current scene.
Introduce a fact or add a detail to the current scene, with the
Game Master’s approval.
MINOR ACTIONS
Clear
Ridding self or item from ongoing Condition.
Draw Item
Drawing an item or Weapon.
Movement
Moving within Medium Range.
Stepping back and defending, requiring a
Regain Guard
Parry Test.
Stand
Standing from a Prone position
STANDARD ACTIONS
Assist
Granting an ally an advantage.
Attack
Attack a foe.
Brace
Steady an unwieldy weapon for attack.
Exploit
Observing a foe for a weakness.
Pass
Do nothing.
Ready
Holding another action to perform later.
Recover
Attempt to recover lost Vigor or Resolve
Skill Test
Attempt a Skill Test.
Sprint
Moving to any point in Long Range.
Treating an ally within reach to recover
Treatment
Vigor or Resolve.
Withdrawing from Close range, to avoid a
Withdraw
Retaliate Action.
REACTIONS
Parrying, Blocking, otherwise avoiding an
Defend
attack.
Protect
Defending an ally from an attack.
Attacking a nearby foe when an opportunity
Retaliate
is presented.
CONDITIONS (pg. 126)
BLIND
– Character suffers 3 CD Resolve. Skill Tests requiring sight are 2
Difficulty steps higher.
BURNING X
– Lasts for number of rounds equal to number of Effects
rolled. At the end of each round, Target suffers X CD Physical and
Mental Damage. Ignore armor Soak. And damage caused has the
Incendiary attack Quality and Effects rolled indicate number of rounds
the character is aflame. Character may attempt a Clear Minor action to
remove this condition, while a Prone character may spend a Standard
Action rolling on the ground (treat as a Clear Action, but 2 Difficulty
levels less). Any additional Burning increase duration by number of
Effects rolled.
DAZED
– All Skill tests increased by 1 Difficulty level for the condition’s
duration.
DEAF
– Character suffers 3 CD Mental Damage. All Skill Tests that use
hearing (Observation, Persuade, etc.) increase by 2 steps.
HINDERED
– Character cannot attempt any movement as a Free
Action. Character may only move within Close Range as a Minor Action.
POISONED
– While specific effects vary on toxin, the general effect is
the Staggered Condition.
STAGGERED
– Character can only perform a Standard Action during
their turn, but at the cost of 1 Doom. Staggered character cannot
perform a Reaction unless spending a Fortune Point in addition to
normal Reaction Doom cost.
DISPLAYS OF MIGHT & POWER (124-126)
Name
A Mighty Name
Dead Man’s Stare
Flaming Brand
Impossible Feat of Might
Knife to the Throat
Sorcerous Might
Stain the Soil Red
Steely Glare
Skill (can use
Persuade for any)
Command or
Discipline
Melee
Survival
Athletics
Melee or Stealth
Sorcery
Melee or Ranged
Weapons
Persuade only
Range
Close
Close
Close
Medium
Reach
Medium
Close
Close
Dmg
X CD
3 CD
3 CD
5 CD
4 CD
5 CD
X CD
2 CD
Qualities
Area
Area, Vicious 1
Stun, Vicious 1
Area, Stun
Stun, Vicious 1
Area, Intense
Area
Stun
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